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Togedemaru sprite

#0777

Togedemaru

electricsteel0.3 m · 3.3 kg

Base stats — 435 total

HP
65
Atk
98
Def
63
SpA
40
SpD
73
Spe
96

Abilities

  • Iron Barbs
  • Lightning Rod
  • Sturdy hidden

Learnset

What Togedemaru learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level14

  • 1NuzzleelectricPhysical20 BP100% acc20 PPHas a chance to paralyze the target.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 5Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
  • 10ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 15Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 20Fell StingerbugPhysical50 BP100% acc25 PPRaises the user’s Attack by two stages if it KOs the target.
  • 25SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 30Pin MissilebugPhysical25 BP95% acc20 PPHits 2-5 times in one turn.
  • 35Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • 40Zing ZapelectricPhysical80 BP100% acc10 PPHas a chance to make the target flinch.
  • 45DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 50Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • 55Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • 60Spiky ShieldgrassStatus10 PPBlocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.

Egg6

  • Disarming VoicefairySpecial40 BP15 PPNever misses.
  • Fake OutnormalPhysical40 BP100% acc10 PPCan only be used as the first move after the user enters battle. Causes the target to flinch.
  • FlailnormalPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • PresentnormalPhysical90% acc15 PPRandomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
  • TicklenormalStatus100% acc20 PPLowers the target’s Attack and Defense by one stage.
  • WishnormalStatus10 PPUser will recover half its max HP at the end of the next turn.

TM/HM40

  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • BounceflyingPhysical85 BP85% acc5 PPUser bounces high into the air, dodging all attacks, and hits next turn.
  • Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • Pin MissilebugPhysical25 BP95% acc20 PPHits 2-5 times in one turn.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Tutor3

  • Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.
  • Steel BeamsteelSpecial140 BP95% acc5 PPInflicts damage, and the user takes damage equal to half of its max HP, rounded up.
  • Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.

Appears in — 3 games

Click a game to see the learnset as it works there; click again to go back to the latest.